The NPCs are fun! I'm also doing a similar thing with the buildings in my game where they all exist in the world and the roof just disappears when you're inside. It makes a whole lot of sense.
Oh yeah? I agree, even with these few houses it feels so much more interesting. I've been following your devlog, so I can't wait to see your implementation of it. :)
I mention exactly this in the video at 5:02. I just didn't have time to implement it for a visual. :) I think that will look so cool. Hopefully by next devlog.
Wow, this is really looking awesome. I watch tons of community devlogs - probably ALL of them - but this is one of the very, very few that I am genuinely looking forward to buying and playing one day. Amazing work!
A quick-fix might be to make the object-placement able to be set every 1/2 or even 1/4th of a tile, giving the player enough flexibility in creation to make it feel organic, but simple in math enough that AI pathing and the question "can I fit through there?" much easier.
your art is amazing, i love that we can see throught de houses directly. My only suggestion might be to consider refining the houses shapes to make them looks different from the repetitive square/rectangle. have a great development process!
You could add a shady merchant who may secretly be a monster. That travels the world selling expensive, valuable, and rare (and potentially evil) items that are worth the money. Even giving players free trials for some every now and again. They also may give the player very dangerous quests from time to time. These quest and many of its items can be combat focused for players who enjoy more challenging combat/areas. Such as getting a item from a powerful boss monster in a dangerous area.
Right? I felt that trope was over used and wanted to make something a little more fun to work with. :) I think she's going to be a fantastic character.
Speaking of having the houses on the same scene as the world, this reminds me of something I've tried to do in RPG Maker before. The idea was that hard transitions can be disorienting, so what I wanted was a soft, smooth transition where there's no break in your movement or control of your character (i.e. no fade to black). I had a similar idea to what you mentioned, where you would see a house in a town, and as you stepped through the doorway, the interior would fade in while the exterior faded out, all without any break in your movement or control. The goal was for it to feel completely seamless. These are the kind of things that most people probably don't think about, and most people probably just accept it as the way it is. But something like a fade to black where you lose control for a brief second can be slightly jarring and disorienting. Basically, it breaks your concentration for a moment. A similar thing can be seen with how a lot of JRPGs handle battles. In old school Final Fantasy games, you're transported to a battle scene that is completely separated from the world you are exploring, and your focus on exploration is broken by the need to battle. Sometimes when the fight is over, you've forgotten where you were going or what you were doing. Compare this to something like Chrono Trigger, where the map remains visible throughout the whole fight, making it easier to keep at least a small amount of focus on the map and exploration. During the entire fight, you can actually _see_ where you came from and where you were headed, giving you constant reminders until the end of the battle.
Thank you! I'm hoping all of the NPCs will be epic in their own way. :) I believe interesting characters are essential to a memorable RPG, so I'm putting extra effort into mine.
What of the warrior had a greater love for combat and therefore gains adrenalin faster. I also think maybe the different classes can have quirks and effects for the spells and abilities they cast to further distinguishe the classes.
It wasn't meant to be perceived as a mechanic. :) Was just a joke that so far my game that focuses on character stories had no characters but only enemies. I feel like my editing style is going to be confusing for some. :)
I do this kind of thing as well. (making a devlog a week whilst making a game). This takes a lot of work and talent to get it looking this good! Hope things continue going smoothly.
Thank you! It is a lot of work. Luckily I have some video making experience from my tutorial making days, so it's not too bad. :) Good luck with yours as well.
lmao, this one is only a day old. XD Glad to hear it, bud. :) So far my childhood dream game is coming along perfectly as I used to dream for. :) So I'm loving it too!
about that you said in the first that you might get friends or whatever that could fight with you in fights, you could have three, one of each class and you can later in the game "pick" one or/make friends with them so they can help you, so when you are fighting you can potentially make combos with the other
Combos could be fun. I'll put it on the backburner since I can imagine this turning into a time sink development wise, but I like the idea. Especially since I'm thinking of allowing you one follower and one pet. Could make for some interesting combos.
Well then I hate to disappoint because I don't believe it will be like Archvale. :) It'll be more akin to the old Zelda games but with 360 degrees of aiming. I'm not too keen on bullet hells or even difficult combat. I just put focus on combat in the early videos because I also don't want to make an RPG with dull combat.
I have an idea for a performance optimization, couldnt you make so that when you come near a house, it is loaded into the world and when you enter it, the outside is unloaded and it becomes black ? You could also make something so that everything thing within an radius of the player gets loaded and everything outside the radius is unloaded for optimization. I dont really know how to implement this, but i think its a good idea.
That's a really good idea. I'll add it to my Trello. It depends on how the performance is beforehand though. It's not going to be a massive town so I don't expect the performance to be too bad. But if it gets there then absolutely.
Crazy super-useful. Thanks! I'm making a game with similar concerns right now, actually. (at least, similar to what you discussed with tiles in the second half) I've actually worked out a tileset scheme that lets me fairly smoothly use isometric and orthographic tiles together in the same scene without seams. Unfortunately, it will not work with auto-tile unless I script my own for it...which I just may do if I get ahead with the other parts of the game first.
@@GameEndeavor Ah, the trick was to be okay with some edge tapering built-in to the tile design. So, the ortho tiles look like edges slant down and a bit up at the bottom, but the iso tiles mold smoothly from tile to tile. This makes them blend together and works with a single sheet for both (applied in isometric tile mode, though). Now, this doesn't cause inconsistencies in walls, because edges are their own thing. You only use them where otherwise you would leave just a flat, unattached edge exposed. Obviously, it makes using it with auto-tile a bit impossible without some custom scripting, but the appearance does work. My walls in this case are approx 3 tiles high, and collision is detected near the midpoint of that height (making this even more difficult in a different way, but it's taken care of now), because the player character is always "hovering". I just have to make sure there's always a small drop-shadow over the ground wherever the character is that helps visually indicate the height at which the character is hovering to complete the effect.
I absolutely adore the super stylised characters! Especially the adorable butcher power-couple. It's so common to see really standardised stereotypes in games (whether unintentionally or just from the devs not giving characters the time they deserve), so this ROCKS! It's a lot of work for sure, but I can already see how this is a major selling point. Well done, man! : D Really enjoying the devlogs!
Thank you! Characters are my favorite thing about roleplaying games, so that's what I'm leaning heavily into with my game. Glad you're enjoying them! :D
Maybe if you slash the viking with your sword, you'll cut his beard off, but then he'll punch you for half health and tell you to watch where you're swinging that thing.
For them walking along roads I use a custom path following thing. Beyond that they don't have any path finding, but only because I haven't gotten to it yet.
Thank you. :) Ha! That's amusing, but I think it would be difficult to flesh out his character how I would like, and get the character to make a connection with him.
Thank you! I'm loving making it. Right now I'm making it as though it could be on consoles as well by considering controller schemes. I'm using Godot and I don't know how their console ports work yet, but it's something I will look into.
Thanks for the suggestion. :) I may do that. Black outline is meant for things that can be interacted with though, so may not be an option. I plan to use a shader that adjusts the outline when you can interact with it. But currently I'm considering not letting trees be removable.
I feel like you should pull an undertale making it so if you kill most of the enimys the townsfolk will run away or fight you ofcorse then you will need spetial wepons that can pacify enimys. Mabey you could even add a skelleton character that only apeers if you spare around 90% of skelletons in an area.
Thank you! Do you mean more NPCs that are diverse or will I make these NPCs more diverse than they are currently? I intend to make every NPC as unique and interesting as I can. These are already pretty interesting I think, but I do plan to flesh them out more as the development progresses.
@@GameEndeavor These NPCs are looking great. I was thinking future NPCs could have more diversity to them. Often players want to connect with characters in their games and the wider diversity of NPCs you have the wider the audience for your game becomes.
Thanks for the suggestion. :) It's on the back burner for consideration, but not seen as essential for the MVP, so it wouldn't be implemented for a while. I've been thinking about what kind of crafting system I would add. Is there anything in particular you'd like to see?
@@notsquarezum2858 I agree. That's good for not overwhelming new players and gives players something to progress towards. Cutting trees has some big considerations for my game though. It's an open world game much larger than Stardew Valley's world, which means there will be a lot more trees that can be cut. Plus that kind of system makes it difficult to decorate a level because you have to consider what it would look like without any trees.
I feel like it would be cool to help the viking to his home in the late game. His place could be a snowy mountain island with vikings (could take insporation from ds3 millwood knights with their height)
That's the plan. :) I hadn't thought of actually seeing his home, so that could be a lot of fun. My plan was to help him rebuild his ship, and if you do before the ending then you unlock a cutscene at the end of him sailing home.
Do you have a plan on making an AI that walks around like random movement with animation? Many small indie dev wants it so please can you make a series about this rpg you've make this game is really awesome ❣️ hope you notice me 🥺🥺
As in an AI that wanders around? I cover this is a later video on AI movement. :) If you mean procedural animation then I don't have any plans for that atm. :)
As soon as I heard the female was the most popular character I automatically/ gained suspicion of the type of community this game is picking up. 1:49 only confirmed my suspicion.
She was the most popular because she had the most interesting character traits. tbh your immediate suspicion says more about you than it does my community. She's a well respected character by the community and they're always offering story elements that they think would be enjoyable. Teddy is now the favorite because we've fleshed out his story enough that the community has fallen in love with him. Gender has absolutely nothing to do with it.
I didn't say everywhere, I said freely. :) ie not snapped to a grid. That would be an issue in any game where you could place items anywhere, regardless of the grid. Stardew Valley addresses this by destroying any items in an NPCs path if it can't pathfind around it. I may take a similar approach if I allow the player to place items outside of their own little area.
Is there a specific reason you're breaking the wall tiles into top and bottom, rather than creating tiles that are taller than the grid of the tilemap and offsetting the texture and body of those tiles? After a little experimentation, I was able to make walls that can be placed in the tile their base is in, and are shown extending into the tile above. I'm probably explaining this poorly, but I can send you a clip or pics on Discord if you want, or send you the Godot scene for you to look at. (Sorry, I'm not as good at explaining things as you are... ;P )
Probably. Usually I do this for the autotile tool that I mentioned in the video, though I just realize it doesn't apply here. However the first thing that comes to mind is the tileset size. The vertical wall tiles should only be 24 pixels tall, given my tile size, but they would have to be 48 I believe for that to work.
Where do you stream and how can I find it? I would like to watch you go along with the development of this game. EDIT: Found it in the Discord server! I'll await the next time you stream.
Twitch livestreams are, yes. :) But I'm streaming on UA-cam again. I prefer doing that as I find them to be vastly better quality due to the chat engagement.
You mean the right foot when he pushes forward. Did feel a little slidey to me too, I'll see what I can do. I want to have an energetic run cycle though. One of the most memorable run cycles to me is Legend of Mana. That run cycle just makes the game fell that much more fun imo.
@@GameEndeavor Kinda, I meant how the speed of the walking animation and the actual NPC movement in the game is different, creating like a moonwalk effect
It wasn't that bad, just a silly facial expression. I was just being dramatic. :) Besides that minor incident the community has been pleasantly innocent.
@@GameEndeavor Well that's a shame, I was enjoying your tutorials. To honest, that was the only reason why I subscribed. Good luck with you game, it looks very good. (It's actually what I'm trying to learn to build too)
You should make an account on Odysee and post videos there too (it automatically syncs with YT). YT keeps ignoring its viewership and removing useful features. I've had enough of it.
The merchant coming back with the red nose, genius!
Right? Probably the best idea I've ever had.
Love the art style!
Thank you!
I totally second this! It’s feels almost soothing in a way!
Now I CAN'T UNSEE you as the butcher
Lmao. Halfway through drawing him I was like "oooh. oh no."
That's a fact
@@GameEndeavor That's hilarious!
The NPCs are fun! I'm also doing a similar thing with the buildings in my game where they all exist in the world and the roof just disappears when you're inside. It makes a whole lot of sense.
Oh yeah? I agree, even with these few houses it feels so much more interesting. I've been following your devlog, so I can't wait to see your implementation of it. :)
Make it so the house has a roof, then when you enter the roof goes transparent
I mention exactly this in the video at 5:02. I just didn't have time to implement it for a visual. :) I think that will look so cool. Hopefully by next devlog.
Wow, this is really looking awesome. I watch tons of community devlogs - probably ALL of them - but this is one of the very, very few that I am genuinely looking forward to buying and playing one day. Amazing work!
I'm honored you think so, thank you! I'm very happy with how it's turning out.
“they also made one i cant show”
*oh no*
lol, It wasn't too bad. :) I just like to be a little dramatic at times for a chuckle.
Game Endeavor that makes sense.
@@GameEndeavor You managed to convince me to join the discord to see how bad is was though...
Now draw her giving birth
A quick-fix might be to make the object-placement able to be set every 1/2 or even 1/4th of a tile, giving the player enough flexibility in creation to make it feel organic, but simple in math enough that AI pathing and the question "can I fit through there?" much easier.
your art is amazing, i love that we can see throught de houses directly. My only suggestion might be to consider refining the houses shapes to make them looks different from the repetitive square/rectangle. have a great development process!
You could add a shady merchant who may secretly be a monster. That travels the world selling expensive, valuable, and rare (and potentially evil) items that are worth the money. Even giving players free trials for some every now and again. They also may give the player very dangerous quests from time to time.
These quest and many of its items can be combat focused for players who enjoy more challenging combat/areas.
Such as getting a item from a powerful boss monster in a dangerous area.
Love the new character's designs and animations! So coo how the witch is liked and not hated~
Right? I felt that trope was over used and wanted to make something a little more fun to work with. :) I think she's going to be a fantastic character.
Sounds like you have a lot of great ideas for this game. I'm excited to see how it all turns out.
You're one of my favorite youtubers. Your content is fire. The production / execution is amazing not to mention your game is awesome too.
Thank you, you're very kind. :D
Speaking of having the houses on the same scene as the world, this reminds me of something I've tried to do in RPG Maker before. The idea was that hard transitions can be disorienting, so what I wanted was a soft, smooth transition where there's no break in your movement or control of your character (i.e. no fade to black). I had a similar idea to what you mentioned, where you would see a house in a town, and as you stepped through the doorway, the interior would fade in while the exterior faded out, all without any break in your movement or control. The goal was for it to feel completely seamless.
These are the kind of things that most people probably don't think about, and most people probably just accept it as the way it is. But something like a fade to black where you lose control for a brief second can be slightly jarring and disorienting. Basically, it breaks your concentration for a moment. A similar thing can be seen with how a lot of JRPGs handle battles. In old school Final Fantasy games, you're transported to a battle scene that is completely separated from the world you are exploring, and your focus on exploration is broken by the need to battle. Sometimes when the fight is over, you've forgotten where you were going or what you were doing. Compare this to something like Chrono Trigger, where the map remains visible throughout the whole fight, making it easier to keep at least a small amount of focus on the map and exploration. During the entire fight, you can actually _see_ where you came from and where you were headed, giving you constant reminders until the end of the battle.
Just found you today and I'm loving this series! Devlogs are the best!
The biggest softie looks like Braum from lol
Thank you. :) As in League of Legends? I don't know much about it, lol.
@@GameEndeavor yes, his mustache is the best thing about that character. Just google braum pictures :D
@@Xy-gx8ou Hahaha. That mustache is pretty great.
Love it so far!
1 critique about the leaves of the trees is that they seem to flat in my opinion
Thank you. :) Foliage is probably something I will struggle with all the way to the game's release, lol. But I will try making them better.
@@GameEndeavor The rest of the game is looking amazing btw! Haha, Good luck!
Thank you!
Those NPCs look EPIC!!!!
Thank you! I'm hoping all of the NPCs will be epic in their own way. :) I believe interesting characters are essential to a memorable RPG, so I'm putting extra effort into mine.
@@GameEndeavor yes I agree, characters are very important. I'm really liking your game; I Think it has a lot of potential. Keep up the great work!!
What of the warrior had a greater love for combat and therefore gains adrenalin faster. I also think maybe the different classes can have quirks and effects for the spells and abilities they cast to further distinguishe the classes.
Awesome work, dude!
NEW DEVLOG YES
I really like your artsyle! I would also suggest using different skin colors to add some variety
Looks neat. I wonder to what extent NPCs will be fleshed out.
They're my top priority in this game. So as much as I can flesh them out. :)
The plead for mercy mechanic is awesome haha, nice work!
It wasn't meant to be perceived as a mechanic. :) Was just a joke that so far my game that focuses on character stories had no characters but only enemies. I feel like my editing style is going to be confusing for some. :)
Love this! I am working on my devlog, hard... but gamedev is sometimes harder!
Thank you. :) Yeah, it can be pretty challenging. Good luck!
Wow man, this looks great!
Thank you. :)
I do this kind of thing as well. (making a devlog a week whilst making a game). This takes a lot of work and talent to get it looking this good! Hope things continue going smoothly.
Thank you! It is a lot of work. Luckily I have some video making experience from my tutorial making days, so it's not too bad. :) Good luck with yours as well.
Im already loving this.
Glad to hear it!
Some very nice ideas, Subbed!
This is great! I'm already looking forward to the next devlog :')
I'm already loving this game!
lmao, this one is only a day old. XD Glad to hear it, bud. :) So far my childhood dream game is coming along perfectly as I used to dream for. :) So I'm loving it too!
about that you said in the first that you might get friends or whatever that could fight with you in fights, you could have three, one of each class and you can later in the game "pick" one or/make friends with them so they can help you, so when you are fighting you can potentially make combos with the other
Combos could be fun. I'll put it on the backburner since I can imagine this turning into a time sink development wise, but I like the idea. Especially since I'm thinking of allowing you one follower and one pet. Could make for some interesting combos.
This looks so good! Art is so nice and the characters are so cute with their stories!
Thank you! I want the characters to be the star of the show, so I'm giving them lots of attention.
cant wait to buy this game the art style is amazing and the core mechanichs seem really devoleped and fun :)
Thank you! It has been a joy to develop and I can't wait to see what it becomes. :)
Love this series!
Thank you!
This game looks sick! The combat reminds me of archvale 🔥
Well then I hate to disappoint because I don't believe it will be like Archvale. :) It'll be more akin to the old Zelda games but with 360 degrees of aiming. I'm not too keen on bullet hells or even difficult combat. I just put focus on combat in the early videos because I also don't want to make an RPG with dull combat.
Game Endeavor still looks awesome 👏
I have an idea for a performance optimization, couldnt you make so that when you come near a house, it is loaded into the world and when you enter it, the outside is unloaded and it becomes black ? You could also make something so that everything thing within an radius of the player gets loaded and everything outside the radius is unloaded for optimization. I dont really know how to implement this, but i think its a good idea.
That's a really good idea. I'll add it to my Trello. It depends on how the performance is beforehand though. It's not going to be a massive town so I don't expect the performance to be too bad. But if it gets there then absolutely.
Ok but this is already looking GREAT!
Thank you!
HI Ric
Would be funny if the viking is actually a self-proclaimed viking
Crazy super-useful. Thanks! I'm making a game with similar concerns right now, actually. (at least, similar to what you discussed with tiles in the second half) I've actually worked out a tileset scheme that lets me fairly smoothly use isometric and orthographic tiles together in the same scene without seams. Unfortunately, it will not work with auto-tile unless I script my own for it...which I just may do if I get ahead with the other parts of the game first.
Good luck with it. Isometric is some pretty tricky stuff. I've tried it a few times and it was quite the hassle, lol.
@@GameEndeavor Ah, the trick was to be okay with some edge tapering built-in to the tile design. So, the ortho tiles look like edges slant down and a bit up at the bottom, but the iso tiles mold smoothly from tile to tile. This makes them blend together and works with a single sheet for both (applied in isometric tile mode, though). Now, this doesn't cause inconsistencies in walls, because edges are their own thing. You only use them where otherwise you would leave just a flat, unattached edge exposed. Obviously, it makes using it with auto-tile a bit impossible without some custom scripting, but the appearance does work. My walls in this case are approx 3 tiles high, and collision is detected near the midpoint of that height (making this even more difficult in a different way, but it's taken care of now), because the player character is always "hovering".
I just have to make sure there's always a small drop-shadow over the ground wherever the character is that helps visually indicate the height at which the character is hovering to complete the effect.
Ok this is starting to look cool!
Thank you!
I absolutely adore the super stylised characters! Especially the adorable butcher power-couple.
It's so common to see really standardised stereotypes in games (whether unintentionally or just from the devs not giving characters the time they deserve), so this ROCKS! It's a lot of work for sure, but I can already see how this is a major selling point. Well done, man! : D Really enjoying the devlogs!
Thank you! Characters are my favorite thing about roleplaying games, so that's what I'm leaning heavily into with my game. Glad you're enjoying them! :D
Maybe if you slash the viking with your sword, you'll cut his beard off, but then he'll punch you for half health and tell you to watch where you're swinging that thing.
Looking real nice, love the NPCs 😁
Thank you!
Pretty cool man !
Thank you!
And sir do you use a pathfollow for ai npc or you use a random movement to it?
For them walking along roads I use a custom path following thing. Beyond that they don't have any path finding, but only because I haven't gotten to it yet.
@@GameEndeavor ahh okay thank so much for replying to me i appreciate it ❣️
He a big saucy
Super cool game! Maybe the viking can't speak the same language as the locals but would have managed to fit in the village community.
Thank you. :) Ha! That's amusing, but I think it would be difficult to flesh out his character how I would like, and get the character to make a connection with him.
I really really love the game!
Is it multi-platform? Or is it just for pc
Thank you! I'm loving making it. Right now I'm making it as though it could be on consoles as well by considering controller schemes. I'm using Godot and I don't know how their console ports work yet, but it's something I will look into.
Good work!
Thank you!
Black outline on trees looks odd id remove it at least to test how it looks
Thanks for the suggestion. :) I may do that. Black outline is meant for things that can be interacted with though, so may not be an option. I plan to use a shader that adjusts the outline when you can interact with it. But currently I'm considering not letting trees be removable.
yes a new oneee
Indeed. This one was a behemoth to edit too, lmao. :) I hope you enjoy it.
I feel like you should pull an undertale making it so if you kill most of the enimys the townsfolk will run away or fight you ofcorse then you will need spetial wepons that can pacify enimys. Mabey you could even add a skelleton character that only apeers if you spare around 90% of skelletons in an area.
What the pixel art program called?
Aseprite. :)
@@GameEndeavor thank you :D
@@wutbuffe4734 Any time. :)
Wow. Great progress on the NPCs and village!
Would you be looking at adding some more diversity to the NPCs?
Thank you! Do you mean more NPCs that are diverse or will I make these NPCs more diverse than they are currently? I intend to make every NPC as unique and interesting as I can. These are already pretty interesting I think, but I do plan to flesh them out more as the development progresses.
@@GameEndeavor
These NPCs are looking great. I was thinking future NPCs could have more diversity to them. Often players want to connect with characters in their games and the wider diversity of NPCs you have the wider the audience for your game becomes.
@@Skeffles Yeah, I intend to have diverse characters. :)
@@GameEndeavor Awesome. Can't wait for the next devlog.
Hey I know I’m kind a late but couldn’t you have an option to have a grid?
i have a suggestion
a crafting system
would so cool
Thanks for the suggestion. :) It's on the back burner for consideration, but not seen as essential for the MVP, so it wouldn't be implemented for a while. I've been thinking about what kind of crafting system I would add. Is there anything in particular you'd like to see?
@@GameEndeavor i like stardew valley's crafting sytem like you start with a few recipes and later unlock more that would be fun cutting trees n stuff
@@notsquarezum2858 I agree. That's good for not overwhelming new players and gives players something to progress towards. Cutting trees has some big considerations for my game though. It's an open world game much larger than Stardew Valley's world, which means there will be a lot more trees that can be cut. Plus that kind of system makes it difficult to decorate a level because you have to consider what it would look like without any trees.
I feel like it would be cool to help the viking to his home in the late game. His place could be a snowy mountain island with vikings (could take insporation from ds3 millwood knights with their height)
That's the plan. :) I hadn't thought of actually seeing his home, so that could be a lot of fun. My plan was to help him rebuild his ship, and if you do before the ending then you unlock a cutscene at the end of him sailing home.
@@GameEndeavor you dont have to see his home if you dont want the player to but i just thought it was a cool idea because vikings are cool
Oh I like the idea. I think it could be cool. I'll be considering it when I get to that point.
What resolution did you use and sprite size?
The bald butcher (Braum´s look alike) must be protected at all costs.
oof, there's a card on my Trello board you may not like then. ._. or will, depends on how you look at it.
@@GameEndeavor I don’t like that answer ...
@@amayamusicyt lmao
Do you have a plan on making an AI that walks around like random movement with animation? Many small indie dev wants it so please can you make a series about this rpg you've make this game is really awesome ❣️ hope you notice me 🥺🥺
As in an AI that wanders around? I cover this is a later video on AI movement. :) If you mean procedural animation then I don't have any plans for that atm. :)
@@GameEndeavor i wish you can make with animation but thanks i will wait for your upcoming videos... stay safe and have a great day ❣️
By the way ur discord invite link is not working, plz give me a new one I don't wanna mis out on the discord action
Waiting for the next stream.................
Every Tuesday at 12:30pm EST. :)
@@GameEndeavor i know i was also there last stream
I remember. :)
What’s the software you use for character designing
For drawing them? Aseprite. :)
What pixel size are the characters 15x18?
I don't have a specific size. I just draw what I think looks right.
@@GameEndeavor I see, thanks! Love the artwork
As soon as I heard the female was the most popular character I automatically/ gained suspicion of the type of community this game is picking up. 1:49 only confirmed my suspicion.
She was the most popular because she had the most interesting character traits. tbh your immediate suspicion says more about you than it does my community. She's a well respected character by the community and they're always offering story elements that they think would be enjoyable.
Teddy is now the favorite because we've fleshed out his story enough that the community has fallen in love with him. Gender has absolutely nothing to do with it.
@@GameEndeavor It probably says more about the communities of the games I've played more than anything.
@@youcantbeatk7006 Understandable. Game communities don't often have a good reputation for such things, but ours is not among them.
@@GameEndeavor Hopefully so.
OH WOW
Where do you livestream? If you still do.
It varies. I stopped streaming for a while, but started again last Wednesday here on UA-cam. I'll probably start streaming again on Wednesdays. :)
@@GameEndeavor I'll make sure to tune in. Also I wanna play your game so bad lol. It looks fun.
Thank you. :) Just to make sure you're aware, I'm currently working on a little platformer atm, but will return to this after it's done.
@@GameEndeavor I did notice the new Dev log you started. Your games are awesome 💪 can't wait. Thanks!
a problem with placing stuff everywhere is that the player could lock the npcs in their house
I didn't say everywhere, I said freely. :) ie not snapped to a grid. That would be an issue in any game where you could place items anywhere, regardless of the grid. Stardew Valley addresses this by destroying any items in an NPCs path if it can't pathfind around it. I may take a similar approach if I allow the player to place items outside of their own little area.
I hope the final boss is powbear
lol, no. :) But Paw Bearer will be a pet.
Is there a specific reason you're breaking the wall tiles into top and bottom, rather than creating tiles that are taller than the grid of the tilemap and offsetting the texture and body of those tiles? After a little experimentation, I was able to make walls that can be placed in the tile their base is in, and are shown extending into the tile above. I'm probably explaining this poorly, but I can send you a clip or pics on Discord if you want, or send you the Godot scene for you to look at. (Sorry, I'm not as good at explaining things as you are... ;P )
Probably. Usually I do this for the autotile tool that I mentioned in the video, though I just realize it doesn't apply here. However the first thing that comes to mind is the tileset size. The vertical wall tiles should only be 24 pixels tall, given my tile size, but they would have to be 48 I believe for that to work.
Could you share your color palette please? :)
if you took an image of the game, then put it through adobe color you could see the color palette
Where do you stream and how can I find it? I would like to watch you go along with the development of this game.
EDIT: Found it in the Discord server! I'll await the next time you stream.
I like the npcs thus far, i hope there will be more diversity of skintones in the future for other npcs
Can you please send kit for Aseprite for creating NPCs? I want to contribute to your game.
What do you mean by a kit?
Add combat noise its bland needs sounds when you hit / kill an enemy
Excuse me, this videos are part of a tutorial series? Or a resume of your personal develop?
I've stopped doing tutorials. :) I'll be doing devlogs for the foreseeable future.
how old r u ??Just curious..
"she also posted one I can't show" wait... Wut
r34
Are Twitch Livestreams a thing of the past? :(
Twitch livestreams are, yes. :) But I'm streaming on UA-cam again. I prefer doing that as I find them to be vastly better quality due to the chat engagement.
The animation is great! though the foot sliding is not as great. Maybe re-animate the NPCs with a slower and calmer walk cycle?
You mean the right foot when he pushes forward. Did feel a little slidey to me too, I'll see what I can do. I want to have an energetic run cycle though. One of the most memorable run cycles to me is Legend of Mana. That run cycle just makes the game fell that much more fun imo.
@@GameEndeavor Kinda, I meant how the speed of the walking animation and the actual NPC movement in the game is different, creating like a moonwalk effect
The game isnt out yet and there is already R34. Should i be surprised or disappointed?
It wasn't that bad, just a silly facial expression. I was just being dramatic. :) Besides that minor incident the community has been pleasantly innocent.
tracking projectiles
Great idea, I'll add it to the list. :)
I like you game, but I'm still waiting for a new video tutorial
I'm not making tutorials any more, sorry. :)
@@GameEndeavor Well that's a shame, I was enjoying your tutorials. To honest, that was the only reason why I subscribed. Good luck with you game, it looks very good. (It's actually what I'm trying to learn to build too)
@@IustinNitza Thanks. :)
You should make an account on Odysee and post videos there too (it automatically syncs with YT). YT keeps ignoring its viewership and removing useful features. I've had enough of it.
First Comment
Yay you win one internet point.